Hannibal: Rome vs. Carthage: Special Historical Rules

1) Hannibal’s new abilities:1) The first DE (Double Envelopment) played by Hannibal in a battle where he commands does not cause the defender to gain the initiative automatically. The defender has to roll as normal to gain the next play. 2) Also when rolling on the Retreat Table a defeated force led by Hannibal deducts 1. Neither of these special abilities may be used if the opposing Roman commander in the battle is Scipio Africanus. If using the quick battle tables found on grognard to resolve the combat for PBEM Hannibal gets a +2 (instead of +1 except against Africanus in which case go with the +1 modifier)

2) New “Avoid Battle” Rules: A general that is “Avoiding battle” may retreat his force (up to 10 CUs if Major Leader up to command rating if minor Leader) to an adjacent space containing an enemy PC roundel (but not an enemy city/ tribal marker with no friendly CUs present or a space with non-overrun-able enemy CUs,). In the Avoid battle move the avoiding leader may “Over-run” a single enemy CU without a leader in the space that the avoid battle move is made into. If the avoid battle move is into an enemy PC roundel space that does not contain a friendly CU throw 1 die, if the roll is higher than the battle rating of the avoiding leader, the avoiding force loses 1 CU. Avoid battle moves are also now allowed into an enemy walled city space, or tribal marker if that space is also occupied by any friendly CU. No roll for the 1 CU loss is made in this case. Avoid battle moves (and retreat moves as well) may be made over non-Alps passes. Roll with –1 (instead of normal –2) for Attrition. In the case of Retreat Moves the Attrition roll is made on the remaining force after the Retreat roll. Attrition taken over non-Alps Passes as the result of a Retreat, Withdrawal, or Avoid Battle can displace a general.

Leaders that attempt an “Avoid Battle” from a space that contains a Friendly PC marker deduct 1 from their die throw to successfully avoid battle. A die roll of a “six”(6) always results in a battle. A die roll of zero (0) after any deduction always results in a successful “Avoid Battle”.

Minor Leaders/generals always may deduct 1 from their die roll to “Avoid Battle”. Such deduction is in addition to the modification in the above paragraph for a retreat from a Friendly PC space.

Leaders/forces that unsuccessfully attempt an “Avoid Battle” die roll do not suffer the loss of one less battle card in any ensuing battle.

Historical Note: Forcing a battle in Hannibal’s day was often a difficult endeavor, the opposing side could often hide in a fortified camp or march away before the other side could form for battle. The above set of rules make it somewhat more difficult to bring an unwilling to fight enemy to bay.

3) New Withdrawal from Battle Rules: A general that successfully withdraws from battle may withdraw onto an adjacent space containing an enemy PC roundel, tribe, or enemy city (but not into a space containing enemy CUs). If the withdrawal move is into one of these enemy PC spaces throw 1 die, if the roll is higher than the battle rating of the withdrawing leader, the withdrawing force loses 1 additional CU. This roll is not made if a friendly CU is present in the space withdrawn into. Withdrawal from battle may be made over non-Alps passes. An attrition roll (at –1) is taken after any battle losses are subtracted.

Note: Many of the battles in the 2nd Punic War were drawn ones or closely fought temporary victories. Note that the Retreat rules still require a force to retreat to a friendly PC or a larger group of friendly CUs.

4) Additional Movement Costs, New Overrun Rules, and Battles at Siege Locales: a) it now costs +1 MP to enter the first space containing an enemy city or tribal marker during a general’s move. Add’l such spaces entered in the same move do not cost any add’l MPs. b) Over-runs may occur with 4 or more CUs (instead of the old 5 or more) in the moving force and are now allowed to occur as a consequence of a successful avoid battle die roll (see above). c) Forces that are besieging an enemy walled city PC marker (i.e that have already inflicted one or two siege points on the walled city) receive one extra battle card when defending in a battle against an enemy force. Note: represents siege works.

5) Large Force Movement Attrition: The instant before moving a large force of 7 or more CUs during a given general’s move an attrition check must be made before entering the first new space in the move. Roll one die if the roll is higher than the general’s battle rating 1 CU is lost from the moving large force, however a throw of “six” (6) always allows the movement to proceed without loss. It is only required to do an attrition check once per general’s move regardless of the number of CUs moved, and the spaces entered. The check is only made at the instant the moving general first moves 7 CUs or more. Moving Forces of 6 CUs or less never suffer large force Movement Attrition.

Note: Many of the armies of the 2nd Punic war were quite small (25,000 or so and under). This rule encourages both sides to split up their CUs and utilize the minor leaders detailed below.

6a) Minor Leaders: Carthage

Both sides now have sets of minor leaders. These not only have the normal leader strategy ratings and battle ratings, but are also labeled with a command limit. This command limit is the maximum number of CUs that can move under the command of the minor leader. Minor Leaders may never take Major leaders (the stand-ups) or other minor leaders under their command while moving and are always considered under the command (for battles movement etc.) of any major leaders in the same location. Minor Leaders can arrive via the initial setup, through card play, and via some random events. The Carthaginians have a total of four minor Carthaginian (or Punic) leaders (Bostar, Himilco, Hanno & Hasdrubal the latter two were quite common Carthaginian names and represent different personalities than the two major Carthaginian Leaders of the same names). These four minor Punic leaders are either in the initial setup or may be entered (or reentered) via card play. When not in play, or have been displaced they form a “pool” of minor Punic leaders that are available for entry via card play.

Values are as follows:

Punic Name: Strategy ratingBattle rating Command Limit Arrival*

Bostar312 Initial

Hasdrubal213 Card Play

Hanno214 Initial

Himilco3 25 Card Play

*All Initial and Card Play Punic minor leaders may re-enter from the pool of minor Punic Leaders via card play after they are eliminated or voluntarily removed. Punic Minor Leaders may operate all over the map.

Minor Leader Entry via card play: Punic Minor Leaders can be brought into the game (or re-entered into the game) through play of any card by the Carthaginian Player. The card is simply used in lieu of another eligible action/event. If a Major or Minor Campaign card is played for the event, the player may take a minor leader from the available pool, after executing all movement/combat, in lieu of moving one general. Minor Punic Leaders are always selected at random (by draw or die roll) from the available “pool”. They can be placed with any stack of Carth. CUs or at New Carthage or Carthage. At the end of any Game turn the Carthaginian Player may return any Punic Minor Leader on the map to the available “pool” at his option.

Additionally the Carthaginian Player has two minor allied (non-Punic) leaders who are limited as to where they may operate: one is a “Numidian Prince” who can arrive via random event. The prince’s values are as follows -- Strategy: 2 Battle: 1 Command: 3. The Prince may only operate in Africa or Spain. The second is Hampiscora the Sardinian Rebel leader who also arrives via random event. Hampiscora’s values are -- Strategy: 3 Battle: 1 Command: 3. Hampiscora may only operate in Sardina/Corscia. The Carthaginian Player may voluntarily remove the “Numidian Prince” from play at the end of any game-turn. Such removal may allow this minor leader to re-enter on a future random event die roll. Hampiscora remains on the map until he is displaced at which point he is permanently removed. The pro-Punic Numidian Prince may re-enter via Random event if displaced as well.

6b) Minor Leaders: Rome The Roman Player has a total of three minor Roman leaders. One minor Roman leader starts on the map in 218BC, the other two are part of an available “pool” much like the Punic minor leaders. Unlike the Punic Leaders all of them are referred to as “Praetors”, and all of them have the same values: Strategy: 2 Battle: 1 & Command Limit: 4. Roman Minor Leaders in the available “pool” enter through card play just like Minor Punic Leaders. They can be placed with any stack of Roman. CUs in Italy or Sicily or with any Roman Major Leader on the map, or in Rome. At the end of any Game turn the Roman Player may return any Roman Minor Leader on the map to the available “pool” at his option. The “Praetors” may operate anywhere on the map.

Additionally the Roman Player has two minor allied (non-Roman) leaders who are limited as to where they may operate. Both are “Numidian Princes” who may arrive via random events rolls. One is a generic “Rebel Prince” with the following values: Strategy: 2 Battle: 1 & Command Limit: 3. The other is the Numidian Prince Masinissa with the following values: Strategy: 1 Battle: 2 & Command Limit: 3. These Roman Allied Princes may only operate in Africa. The Roman Player may voluntarily remove either “Numidian Prince” from play at the end of any game-turn. Such removal may allow the minor leader to re-enter on a future random event die roll. The pro-Roman Numidian Princes may re-enter via Random event if displaced as well. Pro-Roman princes in combat: Carthaginian forces when involved in battles against 3 or fewer Roman CUs commanded by a pro-Roman Numidian Prince in that battle gain no advantage in battle cards for Allies from any Carthaginian controlled African provinces. Pro-Roman Numidian Princes in battle do gain add’l battle cards for Roman controlled African provinces per the normal rules.

7) Random Events Rules:

Immediately after the Roman elections & placement of new consuls in each turn (starting with turn 2 – -217 BC) each player rolls one ten-sided die and consults his respective random events table. The event is implemented as detailed on the table. The players than proceed to deal the new strategy cards. No random event roll is made on Turn 1 (218 BC).

8) Roman Major Leaders: Special rule Turn 6

At the instant Scipio Africanus is placed into the game on Turn 6 with 5 add’l CUs roll one die and according to the roll permanently remove one Roman Major Leader from play as follows 1- Fabius 2- P. Scipio 3-Varro 4- Flaminus 5- T. Longus 6- A. Paulus

9) Hasdrubal & Marcellus: Both of these leaders are now mortal. If displaced they are permanently eliminated. Additionally the side that loses the displaced leader (Hasdrubal or Marcellus) in question also must remove 2 friendly PC roundels from the map in addition to any other roundels lost for loss of any CUs via battle or retreat that were incidental to these now “mortal” leader losses. Also if Scipio Africanus

is displaced 2 add’l friendly PC roundels are also removed by the Roman Player.

Note: The above rules force both players to be careful in play & battle with these valuable historical leaders who were both killed during the 2nd Punic War.

10) New Setup for 218 BC , and Pro-Roman Tribes:

Carthaginian Setup: PC setup as normal

Saguntum: 10 CUs (2 are CUs with elephants) Hannibal, Mago, H. Gisgo

Segobrjga: 1 CU & Punic Minor Leader Hanno

New Carthage: 2 CUs & Hasdrubal

Carthage: 4 CUs & Hanno

Murgantia Off-Map box: 1 CU & Punic Minor Leader Bostar

Roman Setup:

Add the following Roman PC markers

Pro-Roman Tribes in Ilerda( the Auretani) & Rhone (the Volcae)

Note that now Rome also has pro-Roman Tribal PC markers and gains all the same advantages in the game from them as Carthage garners from its pro-Carthaginian Tribal Markers. Also see the Spain Special Rule below.

Also place a Roman PC roundel in Emporia (it was an appendage of Massilia) Ariminum: 4 CU & Roman Praetor Minor Leader Rome: 5 CU & P. Scipio (consul) Arigentum: 7 CU & Longus (consul) Carales: 1 CU Messana: 2 CU

Spain Special Rule: Carthage cannot claim control of the province of Idubeda for End game Victory purposes, count it for the Victory check or Year End Political Repercussions, or get additional battle cards for Allies for controlling other Spanish provinces (other than Idubeda) for battles in that province if the pro-Roman tribe in that province at Ilerda (the Auretani) has not been successfully subjugated.

Historical Note: Spain was always a difficult problem for both sides due to the fractious nature of the locals. This rule plus the Spanish Revolts that can now come down the pike through the random events table prevent either side from “locking up” Iberia for very long. Carthage never really controlled much of northern Spain above the Ebro at any time. Revolts in Spain, even in Southern areas like Baetica, were quite common throughout the 2nd Punic War.

11) Card changes//Clarifications/PC Card Play:

Cards #7 & #8 Hostile Tribes: Carthage may play this card on Rome in the province of Gallia Cisalpina as long as at least one Pro-Carthaginian Tribe is still in play in the province. Rome may play this card on Carthage in Idubeda if the Auretani tribe is in play. Rome may not play this card in Liguria on Carthage if the Ligures have joined Carthage via the Random event die roll.

Card #18 Traitor in Tarentum: It can be used to activate a “3” Strategy Leader located in the Tarentum to flip that PC Marker if controlled by the enemy.

Card #25 Capua Sides with Carthage: The new Alternate prerequisite to play this card is “two provinces in Italy are controlled by Carthage & Hannibal is located in or adjacent to the Capua space”. Three provinces also allows play of the card without Hannibal’s presence.

Card # 43 Two legions of Slaves Raised: The new Alternate prerequisite to play this card is “two provinces in Italy are controlled by Carthage & Carthage controls Tarentum,or Neapolis, or Capua” Three provinces also allows play of the card even without control of any of the three cities.

Card # 54 Treachery within a City: This card may never be used for a siege attack on Rome or Carthage. It can be used to activate a “3” Strategy Leader located on an enemy walled city space to siege attack that PC marker per the event jargon.

PC Card Play: Either player may not make consecutive OC “place a quantity of PC markers” card plays during the same game turn. At least one other “play” by that player must intervene between each play of a card as an OC for that purpose in the same game turn.

12) Map Changes (new “off-map” spaces & a special Roman connection):

Add the following two off map areas(spaces) that are connected to the map via special connections: These areas are not considered part of another on map province,

and are never factored into victory or Political Repercussions calculations..

Murgantia: This area in Western North Africa is connected to both Zuccabar & Iscosim in Western Numidia via land connections that cost 3 MP to traverse. It is also connected to Gabes via a 2 MP Strait passage that can only be utilized if the Carthaginian controls Gabes. Only Carthaginian CUs/leaders may enter this off-board region, and no new Carthaginian CUs/leaders can ever be recruited/created in it. The area may not be entered or left via a sea move. Units/Leaders may enter this area and may move into Spain even if the event “Hanno Counsels” is in effect. Carthaginian Leaders from Zuccabar & Iscosim may make Avoid Battle, Withdrawal, and lost battle Retreat moves into this area which is always considered to be under Carthaginian Political control. For move restrictions rules on the major leader Hanno and the pro-Carthaginian Numidian Prince Murgantia is considered to be in Africa.

Interceptions cannot be made by the Carthaginian out of Murgantia.

Lusitania: This is an area of Western Spain connected via 2 MP land connections to three spaces: Arsa in Celtiberia & Gabes and Hispalis in Baetica. Lusitania may not be entered or left by sea. Units of both sides may enter Luistania & have battles in that space and they are still considered to be in Spain for ally battle card purposes. Avoid Battle, Withdrawal, and lost battle Retreat moves may be freely made in, through, or out of Lusitania, Interceptions, however, cannot. Lusitania is always considered to be controlled by neither side . For recruiting, special abilities, movement restrictions and battle card allies Lusitania is considered part of Spain, but otherwise is not treated as a separate province for any other rules consideration.